Introduction
Within the boundaries of a small Italian town lies great fear, everybody seems to be followed by frightening folk tales and heavy superstition. It is said that on the south side of town, more often than not, giant portals appear. These doors cannot be seen nor felt. They cannot be warned about, let alone, be avoided—they're clear as crystal.
However, the reason why the townspeople of centuries ago were well aware of such abnormality is simply because of the great decline of population. Men, women, and children alike instantly disappeared, not even a single trace could be found. Shockingly, this only affected the people that lived on a certain part of town... And so, it was left alone, but the stories of warning were passed onto the following generations—begging for the naïve to listen and heed.
On the other side of the many doors, which are scattered all about abandoned streets, there's a diverse place. Yet, it cannot be obtained instantly, for the lost ones must walk long distances, in what appears to be the same town (although odd and grotesque), until they are to reach a completely different atmosphere.
A forest, an oddity of sorts, is the first thing that everyone sees. The dark-blue trunks of trees support branches, whose color fade with each inch and soon disperse. They hold sprouting leaves, their color an atypically bright magnolia hue. The same goes for the foliage below, their shadows magenta.
On the end of said forest, there's a great mansion, whose plot is surrounded by tall gates. The building itself is of dark colors and designed with a gothic, European architectural style, a contrast with the forest. Within those enchanting, but intimidating walls live elegant beings—not a single one human. And, they are the reason why there's usually no humans living in their world. Nevertheless, not all of them are responsible for such sins, for there happens to be only a few who like to play the vicious game.
Humans, now mostly naïve tourists, enter. They are no longer seen on the other side, and are assumed to be doomed and cursed forever more. Still, what they do not understand themselves is that, because these people are from modern times, it separates them from the lost others of the past with fresh education. And that itself gives all of them a better chance of surviving; although it's slim, for they can never leave the labyrinth that is E t e r n i t a.
Rules
‹No more than 3 chariis per person can be made.›
‹I want to see at least a paragraph or two. Absolutely no one-liners, a paragraph consists of 3-5 sentences.›
‹As the GM, I have the right to change these rules at anytime.›
‹The age of your charii must be between: appearance: 10-25 & actual age: 50-200.›
‹Species can be anything as long as they have a neo-classical feeling to them.›
‹Personality must include qualities & faults.›
‹The equipment of powers &/or weapons will be needed.›
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Places in Eternita
0 posts[f o r e s t o f t r a n q u i l i t y;]
"Don't worry, we'll protect you."
0 posts[r u i n s o f t h e d a m n e d;]
"Excuse yourself from our presence before it's too late."
0 posts[m a n s i o n;]
"My smile, glossed with endearment has something to hide."
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Eternita: Out Of Character (OOC)
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[OOC] Eternita
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